Author Topic: dink's FBN Development & Fixes thread  (Read 558738 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2490 on: August 06, 2022, 08:14:34 PM »
So many great additions are being made.
Congratulations to everyone involved in this project.
These games of bullet hell made by Cave, like DoDonPachi Dai-Fukkats and Deathsmiles, there are so many bright colored lights, that gets to irritate. The classic DonPachi is so much better!

well, nothing beats the original DonPachi IMO :) 

Offline SirHenrythe5th

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Re: dink's FBN Development & Fixes thread
« Reply #2491 on: August 08, 2022, 03:36:59 AM »
well, nothing beats the original DonPachi IMO :)
Wingleader to Base: full ack! :D

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2492 on: August 09, 2022, 12:12:12 AM »
Wingleader to Base: full ack! :D

\o/ yea!!

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2493 on: August 11, 2022, 10:13:48 AM »
Dear friends & fans of FBNeo

Rewind feature is in!

Set up your rewind and rewind cancel keys or buttons in the inputs of _anygame_ and copy it into preset.ini* :)
or just use the hard-coded Pg-UP button for Rewind.  either way!

*(config\presets\preset.ini)

Inputs -> Rewind Settings, enable / set memory for rewind

Don't forget about Rewind Cancel
Whilst holding the rewind button/key, if you've gone back too far - the cancel button will undo the rewind.

Rewind + Fast Forward?
Yes

.....Rewind + cv1000, at 168+megs per frame/state?
no.

Rewind + Recording?
From Power-On: Yes
Not Power-On: BE CAREFUL.  if you rewind before started recording, it will EXPLODE like a ruski ammo depot!

Notes:
When memory limit is reached, it will go back and delete every 2nd rewind-frame from memory, to free up new rewind-spots.
In the debug version of FBNeo, you can see when this happens in the debug console (Misc -> Options -> Show Debug Console)
If you get studders every once in a while with rewind enabled: reduce the amount of rewind memory.

best regards,
- dink

Offline SirHenrythe5th

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Re: dink's FBN Development & Fixes thread
« Reply #2494 on: August 12, 2022, 02:53:07 AM »

Not Power-On: BE CAREFUL.  if you rewind before started recording, it will EXPLODE like a ruski ammo depot!


LOL, made my day!!! :D
Thanks a lot for this great feature Dink!

Offline Neildark

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Re: dink's FBN Development & Fixes thread
« Reply #2495 on: August 12, 2022, 07:12:19 AM »
Great, a huge addition to FB Neo, especially for fans of TAS, and also modern shoot 'em up. Thank you very much for your effort!  :biggrin: :biggrin:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2496 on: August 12, 2022, 09:07:49 AM »
LOL, made my day!!! :D
Thanks a lot for this great feature Dink!

No smoking next to the salt peter!! XD

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2497 on: August 12, 2022, 08:50:57 PM »
LOL, made my day!!! :D
Thanks a lot for this great feature Dink!

Great :D

Great, a huge addition to FB Neo, especially for fans of TAS, and also modern shoot 'em up. Thank you very much for your effort!  :biggrin: :biggrin:

both: you're welcome! :)

best regards,
- dink

Offline Al82

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Re: dink's FBN Development & Fixes thread
« Reply #2498 on: August 13, 2022, 07:26:00 AM »
Dear friends & fans of FBNeo

Rewind feature is in!

Set up your rewind and rewind cancel keys or buttons in the inputs of _anygame_ and copy it into preset.ini* :)
or just use the hard-coded Pg-UP button for Rewind.  either way!

*(config\presets\preset.ini)

Inputs -> Rewind Settings, enable / set memory for rewind

Don't forget about Rewind Cancel
Whilst holding the rewind button/key, if you've gone back too far - the cancel button will undo the rewind.

Rewind + Fast Forward?
Yes

.....Rewind + cv1000, at 168+megs per frame/state?
no.

Rewind + Recording?
From Power-On: Yes
Not Power-On: BE CAREFUL.  if you rewind before started recording, it will EXPLODE like a ruski ammo depot!

Notes:
When memory limit is reached, it will go back and delete every 2nd rewind-frame from memory, to free up new rewind-spots.
In the debug version of FBNeo, you can see when this happens in the debug console (Misc -> Options -> Show Debug Console)
If you get studders every once in a while with rewind enabled: reduce the amount of rewind memory.

best regards,
- dink

Outstanding work!! Thanks for all the hard work on this!

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2499 on: August 13, 2022, 12:20:23 PM »
Outstanding work!! Thanks for all the hard work on this!

You're welcome!

I'd love to know what you and everyone thinks about it after testing it out! :)

best regards,
- dink

Offline Neildark

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Re: dink's FBN Development & Fixes thread
« Reply #2500 on: Today at 03:49:00 PM »
Hello! :cool: I've been testing the new rewind option, and it works great, but... when recording play and then replay input it tends to get out of sync  :redface:. I've tried it with several shotem up, like Blazing Star, and with old games, like Black Tiger, and it happens with all of them. I have tried with different amounts of memory, selecting, in case it had something to do with it, in short files -two minutes- and long ones, and it always happens if you abuse the option a little. In any case, thanks for your work.